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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1455101729690.jpg (1.22 MB,3436x2460,859:615,IMG_20160210_0001.jpg)

2621bc No.23235 [View All]

A rules light nation game. You are about to lead a new nation to glory or to destruction. Your people were hunter/gatherer nomads that have taken your promise of greatness and have stopped moving to settle into a town.

Nation Name:

Nation Colour:

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location:

Fluff: (This is the dawn of society, it should be very short. and add to it throughout the games as you develop things such as governments and interact with others and the world around you)

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

5d20 a turn. 1s and 20s are crit fails and crit successes respectively. Will update once a day. If you ask for a location or colour that is already taken, a new location or colour will be given to you and I will pick bad colours. Like Maroon.

The blank area is grassland however, it still contains plenty of hills and trees to provide with enough resources for a thriving nation.

91 postsand25 image repliesomitted. Click reply to view. ____________________________
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2621bc No.23396

Dice rollRolled 5, 18, 1, 13, 19 = 56 (5d20)

>>23372

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: Farms (+1 food every harvest)

Tech/Magic:

Stone Tools

Agriculture

Fire

Rabbit Domestication

Giant Rabbits

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1. The Sundered eagrly begin their first harvest. Harvest! + Farms (+1 food every harvest)

2. After, they continue to breed the giant rabbits. They no longer seek to turn them into food but have been inspired to breed them into powerful mounts and companions. + Rabbit Domestication

Giant Rabbits

3. With that accomplished the Sundered spread out and begin to claim more territory.

4. The sundered feel a pull towards the earth and begin to use their stone tools to break it apart to see what lies beneath.

5. And finally the Sundered continue the worship of the shards of divinity within each of them. Divine Magic 3/4

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2621bc No.23397

File: 1455496987319.jpg (12.35 KB,450x450,1:1,k2-_fb2d7945-90ed-4b28-aba….jpg)

Nation Name: Gnomean empire

Nation Colour: Sweden White

Race: Garden gnome.

Starting Location:North of Eastern continent

Fluff: Born with full length white beards and pointy red hats(sometimes blue hats)They fuck like crazy- rabbits call them sluts- and have 0 self esteem they will do more or less whatever you ask(use as cannonballs, gnomeleynt green, foot stools, measuring sticks)- their diety, Gnome Chomsky, has given them two directives: be fruitful and multiply and be in service to the nations however possible.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23400

Dice rollRolled 18, 17, 12, 6, 20 = 73 (5d20)

>>23373

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 20

>Pop: 11 (+1/turn, capped at food)

>Military: None

>Buildings:

+Building: Mushroom Chamber

>Tech/Magic: Stone Tools, agriculture

>Bonuses: [Can You Dig It?] +2 to digging

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1.dig extra egg chambers+2

2.continue egg chambers digging+2

3.research fertility

4. research fertility

5. Research fertility

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2621bc No.23419

File: 1455540598858.png (1.17 MB,3436x2460,859:615,04.png)

>>23375

Advanced Agriculture 1/3

Advanced Agriculture - deleted. 0/3

Advanced Wooden Architecture discovered. +Tech/Magic: Advanced Wooden Architecture

You harvest enough wood for building purposes

>>23376

You find shiny materials in the river and discover gold.

You build temporary huts that will only stay up for a few nights as you have not discovered architecture

You work some of your people to exhaustion causing a death. -1 pop

Eventually you do work on a farm. +1 food every action dedicated to harvesting. +Building: Farm

>>23377

You work one of your people to exhaustion and they die -1 pop

You develop Wooden Architecture. +Tech/Magic: Wooden Architecture

You fish a nice meals worth. +1 food

You discover fire. +Tech/Magic: Fire

>>23378

You complete wooden architect. +Tech/Magic: Wooden Architecture

You teach yourselves how to control the trees with perfect precision. +Tech/Magic: Advanced Woodland Magic

>>23379

1/2 Agriculture

You get pretty much nothing done this turn

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2621bc No.23420

>>23380

You harness the power of the volcanic vents that lay underground

You complete the study of cultivation. +Tech/Magic: Agriculture

You lack the stone architecture for building a pit that creatures cannot escape from

You catch some sea turtles but they soon escape

>>23381

You discover the beauties of necromancy. +Tech/Magic: Necromancy. Disadvantages: [Bitten Flesh] You only gain pop by winning combat or by using necromancy

You develop mining. +Tech/Magic: Mining

>>23382

You become masters of ship building. +Tech/Magic: Ships

You learn how to plant and harvest trees efficiently. +Tech/Magic Tree Farming

+5 food

You scout out towards the mountain. Once you leave the delta, the land becomes grassland and you see that the mountains have large, red patches.

+Tech/Magic: Toxicology

>>23296

(I'm really quite sorry about missing you)

The sun blesses you with magic to create lights where you so choose and also create smaller suns on the ground. +Magic/Tech: Light magic, Fire

You notice that the waters around your island are fruitful with fish. The island also has a fair amount of trees but not enough to be counted as a forest.

Earth magic 1/3

You begin researching wooden architecture. 1/2

>>23384

You begin marching North, towards your prey. 1/2

You train another spearman. +Military: Spearman

You begin researching a way to launch smaller spears using elasticity and sticks. Bows 1/2

You hunt the foxes for their furs. You also harvest their meat. +1 food

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2621bc No.23421

>>23387

You find heating copper in fire makes it easy to work with. +Tech/Magic: Smelting

You discover mining. +Tech/Magic: Mining

You steal the babies of giant cave rats and start raising them in your own cave. Giant Cave Rat Domestication. 1/3

>>23388

You reaped twice as much as you sowed. +4 food

You begin designing weapons. Swords 1/2

You learn ambush tactics. +Tech/Magic: Ambush Tactics

>>23389

+1 to your pop

Elemental magic complete. +Tech/Magic: Elemental Magic

You gain the knowledg of smelting. +Tech/Magic: Smelting

You catch more fish. +1 food

You expand further inland

>>23391

One of your men tries to expand into the ocean. He is never heard from again. -1 pop

1/2 wooden architecture

You have a large deposit of electrum directly beneath the centre of the island.

You begin the study of alchemy. 1/5

>>23392

You discover the secrets of farming. Tech/Magic: Agriculture

You Produce a spearman. +Military: Spearman

Advanced Stone Architecture complete. +Tech/Magic: Advanced Stone Architecture

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2621bc No.23422

>>23393

Blood Magic 2/3

You finally tame those Cows. +Tech/Magic: Animal Husbandry

You develop an alphabet. +Tech/Magic: Alphabet

Stone Architect 1/2

>>23394

You discover clay and pottery. +Tech Magic: Pottery

You discover Cooking. +Tech/Magic: Cooking

You start designing small boats. 1/3

Taking ideas from your beaver relatives, you begin cutting down trees from land.

You begin asking favours of your cousins after beating them in childlike games.

>>23396

You gain food. +1 food

You train a rabbit rider. +Military: Rabbit Rider

While expanding a man falls from the mountain and dies. -1 pop

You a deposit of crystals in the mountain

divine magic complete. +Tech/Magic: Divine Magic

>>23397

Bonus: [Like Slutty Rabbits] You gain 3 pop per turn instead of 1

Disadvantage: [Servitude] You cannot be hostile to another nation without them first being hostile to you

>>23400

You create places you can store your eggs to keep them safe from attack. +Building: Egg Chamber

+Bonus: [Kamasutra] +2 pop every turn instead of +1

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2621bc No.23423

Dice rollRolled 17, 2, 12, 8, 18 = 57 (5d20)

>>23420

Nation Name: At'Solar

Nation Colour: Yellow

Race: High Elf

Starting Location: Northern part of the Eastern Island

Fluff: Lead by their shaman. Believe that they were born from the sun.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Light magic, Fire

Bonuses: [Baked Fae] +1 on magic related rolls

Disadvantages: [Sun Born] The sun must be in the correct position to increase population. +1 pop every second turn instead of every turn

1. Continue researching Earth Magic.1/3 +1

2. Continue researching Wooden Architecture. 1/2

3. Begin researching the creation of weapons, maybe just put a sharp rock at the end of a stick.

4. Begin fishing in the sea side for food.

5. Begin researching life magic so that we may bend trees to our will and heal wounds. +1

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2621bc No.23424

Dice rollRolled 18, 2, 14, 20, 6 = 60 (5d20)

>>23419

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280 (You)

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Resources:

[Wood] (Enough for building purposes)

>Tech/Magic:

[Stone Tools];[Agriculture];[Wooden Architecture];[Advanced Wooden Architecture];[Stone Architecture];[The Wheel];[Alphabet]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

>Actions

1.) New discovery: [Agriculture], the culture of biomass into suitable substances for consumption. A society relying on such could be said to be an agrarian society. Unfortunately, while a sufficient building block, this will not do for long-term satisfaction. More research is needed. Continuing research. Query: why does host:cylinder get the feeling that this line of comments has been repeated before? (Researching Advanced Agriculture Again)

2.) Aloting secondary action cycle towards further [Advanced Agriculture] development. (Researching Advanced Agriculture)

3.) New discovery: [Stone Architecture]; the use of solid non-conductive inorganics in order to fabricate structures, such as those with a residential purpose through their manipulation into refined shapes. Current discoveries are found to be basic: in order to maximize efficiency, it is reccomended to further pursue information in this field before attempting to excecute actions. (Resarch Advanced Stone Architecture)

4.) Aloting secondary action cycle towards further [Advanced Stone Architecture] development. (Resarch Advanced Stone Architecture)

5.) In order to untilize architectural knowledge, raw materials are required. Order: harvest solid non-conductive inorganics in a dedicated area utilizing rollers to get the stones to a specified destination for stockpiling. Reason: stockpile in anticipation for first structure to be built for pending purposes. (Harvest stone using [Stone Tools] and [The Wheel])

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2621bc No.23425

Dice rollRolled 8, 18, 1, 1, 13 = 41 (5d20)

>>23379

>Nation Name: Troium

>Nation Colour: Grey

>Race: Human

>Starting Location: East side of the western island, above the forest

>Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples. As of this moment the great beast has been scared off by our great Shaman Deiphobius.

>Food: 23

>Pop: 21 (Increases by 1 every turn, can't be greater than the amount of food)

>Military: Stone Spearman

>Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

>Tech/Magic: Stone Tools, Stone Spears

>

>Bonuses: (can be gained by adding to your fluff)

>Disadvantages:

1-2 continue with agriculture

3. Expand

4. Research mining

5. Research stone architecture

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2621bc No.23426

File: 1455554623246.jpg (81.38 KB,450x202,225:101,duelinganalogs11907.jpg)

Dice rollRolled 19, 4, 3, 10, 17 = 53 (5d20)

Nation Name: The Minimin

Nation Colour: Black

Race: Minmin

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 10

Pop: 9 [+2/turn]

Resources: Stone/Wood/Gold

Military:

Buildings:

+Building: Farm [+1 food/harvest]

+Temp Huts

Tech/Magic: [Stone Tools][Farming]

Bonus:

+[Photosynthesis] Automatically gain +1 food every third turn

+[Kamasutra] +2 pop every turn instead of +1

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions [Ranged weapons, Farm Expansion, Expansion, Harvest Architecture]

——–

1. A few of the Minmin try to figure out how to make simple ranged weapons. [Ranged weapons research]

2. Another cluster tries to expand the farm more. [Farm Expansion]

3. The Minmin are expanding again! [Expansion]

4. The first harvest is undertaken. Looks like a weird mixture of foodstuffs. [Harvest]

5. Though they're not very good at building, the Minmin try their hand at [architecture].

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2621bc No.23427

Dice rollRolled 10, 1, 10, 15, 17 = 53 (5d20)

>>23421

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 14

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: 2 farms(+2 food from harvest actions)

Tech/Magic: Stone Tools,Stone Architecture, Hydromancy 2/3; Ambush Tactics; Swords 1/2

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1. Research weapons more (1/2)

2. Research Hydromancy (2/3)

3-4.Build an academy for science and magic research

5. Build a barracks

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2621bc No.23428

Dice rollRolled 12, 16, 11, 2, 8 = 49 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 11

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools; Wooden Spears; Stone Spears; Wooden Architecture; Advanced Woodland Magic

Bonus: [Damn Dirty Humans] +3 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1.,2. Neuā dēgoigs werēkibuks (Expand through the current forest)

3. Dorūis werilēūsenoks (Gather wood)

4. Wēkid ēsidorūie weritēok ū sekiwalibuks (Build a wooden town amongst the trees)

5. Sekwū weripekoks ū dēgoigs dorūidigs agibukw (Use Magic to regrow the trees that were cut down)+[ Advanced Woodland Magic]

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2621bc No.23429

File: 1455556898969-0.jpg (10.78 KB,236x333,236:333,Drow_Lunglandia_2.jpg)

File: 1455556898987-1.jpg (103.38 KB,700x425,28:17,shipbuilding.jpg)

Dice rollRolled 1, 6, 15, 1, 20 = 43 (5d20)

+5 food

+Tech/Magic:

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 17

Pop: 13

Military: [2 Raptor Riders]

Buildings: [Improved Huts]

Tech/Magic: Stone Tools, Wooden Architecture, Toxicology, Ships, Tree Farming

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

"Let us raise great vessels to tread the waves upon!"

1. Investigate the red patches on the mountain.

2+3. Build ships to navigate the waves.

4. Expand to cover our swamp.

5. Produce poisoned weapons.

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2621bc No.23430

File: 1455556947894.jpg (11.34 KB,234x216,13:12,download (1).jpg)

Dice rollRolled 6, 12, 16, 17, 14 = 65 (5d20)

Nation Name: Gnomean empire

Nation Colour: Sweden White

Race: Garden gnome.

Starting Location:North of Eastern continent

Fluff: Born with full length white beards and pointy red hats(sometimes blue hats)They fuck like crazy- rabbits call them sluts- and have 0 self esteem they will do more or less whatever you ask(use as cannonballs, gnomeleynt green, foot stools, measuring sticks)- their diety, Gnome Chomsky, has given them two directives: be fruitful and multiply and be in service to the nations however possible.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Like Slutty Rabbits] You gain 3 pop per turn instead of 1

Disadvantage: [Servitude] You cannot be hostile to another nation without them first being hostile to you

1: research agriculture

2: research more agriculture

3:research diplomacy, so we gnome what we're talkn' about

4:gather food

5:gather food

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2621bc No.23433

Dice rollRolled 11, 12, 2, 7, 19 = 51 (5d20)

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 20

>Pop: 13 (+2/turn, capped at food)

>Military: None

>Buildings:

Mushroom Chamber, Egg Chamber

>Tech/Magic: Stone Tools, agriculture

>Bonuses:

[Can You Dig It?] +2 to digging

[Kamasutra] +2 pop every turn instead of +1

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1. Start mining for metals

2. Reinforce the mines to be permanent

3. Start digging out defensive tunnels and traps

4. Extend the hive colony tunnels (Expansion)

5. Continue searching for new ways to expand pop growth

(also you didn't give me my military unit for last turn)

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2621bc No.23439

Dice rollRolled 9, 1, 1, 11, 9 = 31 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Resources: Wood, Opals

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes, Mining, Agriculture, Wooden Architecture, Fire

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1-2. You know what would make fishing easier? If the fish that came into the river could be caught. Research, well, how to make nets and then a basic pulley system, I guess is what one would need for a fish trap.

3. Expand around the island.

4. Start digging around the island. Look for useful mineral deposits.

5. Offer some of the opals to Vulcanus in hopes of gaining his favor.

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2621bc No.23442

Dice rollRolled 6, 18, 10, 13, 1 = 48 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 9 (Increases by 1 every turn, can't be greater than the amount of food)

Military: 2 Spearman

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools Stone Spears

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

1. Continue on the way to RAID! BLOOD FOR THE BLOOD TREE SKULLS FOR THE FERTILIZER PILE 1/2

2. Keep workin on them bows 1/2

3. More expansion! We must blob to sacrifice and sacrifice to blob!

4. Begin looking into the application of blood for magical purposes. May as well make these foxes worth something considering we can't eat meat.

5. Did I mention that there's a rich tradition of standing around in a circle and violently vibrating to create music? Because there totally is.

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2621bc No.23444

Dice rollRolled 1, 18, 17, 9, 2 = 47 (5d20)

>>23421

>Nation Name:Tzahackian Empire

>Nation Colour:Teal

>Race: L'thlockair

>Starting Location: Far east islands the southern portion

>Fluff: The L'thlockair is a curious race to say the least. With their lizard like appearance they are a primarily semi-aquatic reptilian species prone to make war instead of peace,but they are capable of negotiation so long as it benefits them as a whole.

>Food: 13

>Pop: 13 (Increases by 1 every turn, can't be greater than the amount of food)

>Military: (can't be greater than 90% of Pop)

>Buildings: Quarry

>Tech/Magic: Stone Tools,Obsidian Tools,Obsidian Spears,Obsidian Tridents, Fire, Elemental magic. Smelting

>Bonus: [Warmonger] +1 to combat rolls

>Disadvantage: [Thirsty] Unless you're nation is in direct contact with a source of water, you're pop cannot grow.

1.Smelt that nickle use it to craft armor and better weapons

2.fish more use those tridents.

3.Use our elemental magic to perfect the art of pyromancy.

4.expand south we shall take this entire chain of islands.

5.We need to build a wall around our territory.

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2621bc No.23447

Dice rollRolled 6, 16, 5, 12, 13 = 52 (5d20)

>>23420

>Name: Oresemar Kunggan

>Color: Sea Green

>Race: Merfolk

>Starting location: Sea in the middle of the continents

>Fluff:

Deep in the ocean, something stirs.

With the terrors of the deep ocean ever present, the Mer of this world have long remained scattered and alone. However, a mysterious young Mer has risen to power, and vowed to lead the people of the newly named Oresemar Kunggan, now organized into a fluid hierarchy, to power and glory, taking the oceans for themselves… and more.

Food: 11

Pop: 11

Military: 1 unarmed warrior

Buildings: N/A

Tech/Magic: Stone Tools, Stone Spears, Agriculture

Bonuses: [Puddle Power] [Water Walkers]

Disadvantages: [Sun-Baked]

1) Search the vents. Volcanic activity must mean obsidian.

2) Convert our spears into stone tridents!

3) Weave the stalks of our kelp into nets to help with fishing.

4) Research ways to use the water all around us. [Puddle-power]

5) We don't need a quarry when we have sand all around us. Research basic geomancy.

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2621bc No.23453

Dice rollRolled 8, 18, 14, 7, 2 = 49 (5d20)

>>23421

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches, Shields, Smelting, Mining

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 ) Make tools and weapons from the copper

2 ) Continue the Giant Rat Domestication 1/3

3 ) What if we made clothing from copper? It would protect against blows!(armor)

4 ) Study alchemy

5 ) Set up a parcel of land to grow the wild barley so that we can harvest it without having to sort through other plants.

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2621bc No.23458

Dice rollRolled 3, 14, 5, 5, 14 = 41 (5d20)

>>23372

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 12

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: Rabbit Rider

Buildings: Farms (+1 food every harvest)

Tech/Magic:

Stone Tools

Agriculture

Fire

Rabbit Domestication

Giant Rabbits

Divine Magic

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1-2. The Sundered Expand.

3-5. The Sundered, now having an understanding of their divinity seek to utilize it and manifest their shards of divinity in sparks of divine might in the physical world. Weapons, armor, clothing, magic, tools, and animals. A variety of talents are sought and drive the Sundered to seek to master their shards.

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2621bc No.23460

Dice rollRolled 2, 1, 12, 8, 16 = 39 (5d20)

>>23421

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 11

>Pop: 11 (+1 per turn)

>Military:

[Queen Skartooth] (Armed w/ Stone Spear)

[Unarmed Bonlir Militia]

[Speargoblin?]

>Buildings:

[Quarry (Sandstone)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools] [Agriculture] [Advanced Stone Architecture]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1: With the new art of sandstone architecture, we shall construct a palace for our Queen. While it may be humble, it will help us focus on actions related to her.

2: In the meantime, she would be training with her spear, seeking to be the best with the spear.

3: In addition, form the basis of a farm near the flood plains, in order to fufil the hunger that the others have.

4-5: Finally, continue the expansion of our land, to make our lands vast across the continent.

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2621bc No.23461

Dice rollRolled 17, 6, 20, 16, 2 = 61 (5d20)

>>23422

Nation Name: Nadicya Priya / "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Sayings: "Salt may sting, but shellfish are tasty."

Food: 15

Pop: 13 (+1/turn, capped at food)

Military: 1 Spearmen

Buildings: None!

Technology: Stone Tools, Obsidian Tools, Stone Spears, Fire, Weaving, Pottery, Cooking

Magic: [Elemental Shamanism: Requests and Favors, Cousins]

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

In Progress:

-Small Boats 1/3

The children have led the way and brought new things to us. We should never discount the questions asked out of innocence, because the lofty and mature heights of an adult sees things from a different angle than the smaller and inexperienced child. We shall spend time to see what we can learn from these new items.

1: We have a good many things. Perhaps we should organize them… maybe with our [Cut Wood] and [Weaving], with a bit of [Clay] we can maybe [learn building construction].

2: Pottery stacks fairly well. What if we made a mold out of [Wood], tie it with [Woven Rope], fill the mold with [Clay], then introduce them to [Fire]? [Brickmaking]

3: The young pup continues to work on his floats. Perhaps we should lend some assistance there? [Small Boats: 1/3][+1 water]

4: Our divers and fishers start working on using [Woven] nets to catch more fish. [Go Fishing][+1 from Water]

5: The children have led the way - perhaps we can maybe formalize some alliances with individual Cousins? [Elemental Shamanism, Pacts: Cousins]

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2621bc No.23465

Dice rollRolled 19, 5, 4, 7, 13 = 48 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 9

Military:

Buildings: Tree Farm;

Tech/Magic: Stone Tools; Alphabet; Arboriculture; Woodworking; Writing; Gardens, Parks;

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

in progress: 1/2 wooden architecture; alchemy 1/5

1. Hold a Memorial service for the bold adventurer, Maragu, who walked into the sea.He bravely tied to discover the mysteries of the ocean and died. So we may never forget his sacrifice, the body of water to our west shall now be know as “The Sea of Maragu”

2. Keep working on wooden architecture (1/2)

3. Gather some wood from our tree farm, in anticipation for knowing how to build things with it.

4. Keep up the good work on alchemy (1/5)

5. And more alchemy! you can never have enough alchemy (1/5)

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2621bc No.23468

Dice rollRolled 13, 2, 19, 12, 2 = 48 (5d20)

>>23422

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Animal Husbandry, Alphabet

+ Stone Architect 1/2

+ Blood Magic 2/3

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Another day passed. The sun had burnt his skin, the punishing winds had cut it. Ice had begun to creep up his legs but the first Varire stood tall despite all of them and he was well rewarded for it. It was the third night on the hill as all fell silent. The winds died down and the clouds subsided, above him nothing but the night sky with its endless amounts of stars. And there it was: the Blood Moon. Full and majestic it plunged the mountain top into its dark red light and Nimble knew that his prayers had not gone by unheard.

+ Blood Magic 2/3

2. They had made progress, truly marvelous progress at that! The "statue" of the moon mother was standing better than ever, now reinforced by more stones to keep it. Of course to an unknowing outsider it would look like nothing more than a random assembly of rocks, but the Nachtfang tribe knew full well that this represented their mother and goddess and each and every one of them was swelling with pride whenever they laid eyes upon it. Though even now it was that the young man by the name of Cutebold stole himself towards it every time the sun rose and while the others rested he would work the statue with his stone tools, slowly but surely bringing order into the chaos.

+ Stone Architect 1/2

3. Drums thundered as the stone cut deep into their flesh and they marked themselves with the sign of the moon. It was today that it rose anew, stronger than ever before. A Blood Moon, once more. The Elders had seen it before, many youngsters would take the oaths of warriors and protectors, their blood would flow in the name of the Moon Goddess. They would be tested and perhaps they would prevail. Ultimately only one of them would return from the dead, to rise anew, changed and stronger. The second Varire, child of the Blood Moon was about to be born.

+ Spawn another Varire

4. Talking about drums, the pleasing sound of thunder in the hearts of man and the burning rhythm of passion appealed to many. It made the men ready for the hunt and filled the heart of the prey with fear. It was only natural the people of the Nachtfang tribe would continue to try and make more instruments for music appealed to the Moon Mother as well.

5. Finally they had managed to bend the beasts of the wild to their will, now it was to the people of the Nachtfang tribe to actually catch some of them. Of course this was completely new to the hunters who so reveled in the hunt for blood and still they would cut down a great many of the animals, but they would seek out the young ones and make them their own. Surely wolves would make for great companions.

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2621bc No.23471

File: 1455626334621.png (1.17 MB,3436x2460,859:615,05.png)

>>23423

you continue exploring earth magic. 2/3

You create stone spears by attaching sharpened stones to the end of sticks. +Tech/Magic: Stone Spears

You dive into the waters and grab at the fish. You gain a little bit of food. +1 food

You begin researching organic magic. 2/5

>>23424

You make a hard restart on advanced agriculture and jump back into it. 2/3

You make a revolutionary leap on stone architecture. +Tech/Magic: Ultra-Advanced Stone Architecture

You discover how to mine. +Tech/Magic: mining

>>23425

You discover agriculture. +Tech/Magic: Agriculture

While trying to expand, one of your men goes missing. -1 pop

While trying to figure out mining, a rock falls of your men. -1 pop

Stone Architecture 1/2

>>23426

You discover how to use the elasticity in sinew and vines to create bows. +Tech/Magic: Bows

This harvest was fruitful. +1 food

You start to research stone architecture. 1/2

A human stumbles into your territory and you capture him

the border of a nation of Mantii starts to clash with your border. If you wish to expand into their land, you must take it by force or demand it from them

>>23427

You create swords by chipping away at strong rocks. +Tech/Magic: Swords

You try to finish Hydromancy however you discover that early on, you've made a mistake and must start again

You begin construction on an academy. 2/3

You begin building a barracks. 1/3

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2621bc No.23472

>>23428

You begin chopping down trees and gathering wood.

You regrow the trees that were cut down

>>23429

Your people name the red deposits iron but this new material frightens them greatly. Could it be the work of your enemies?

You build a ship. The first of your fleet

While expanding one of your people was sucked into a seemingly bottomless pit of mud. -1 pop

Without any weapons, your people try to poison their nails. They become one with the toxins and grow claw like nails. +Bonus: [Venom] All of your people have venomous claws

>>23430

You learn how to cultivate food. +Tech/Magic: Agriculture

You become more charismatic, able to speak your mind and not offend others. +Tech/Magic: Diplomacy Tactics

You bring a good haul back. +2 food

>>23433

You discover the joys of mining. +Tech/Magic: Mining

You begin creating permanent mines. From these mines you gather stone

Your border clashes with the border of aggressive plant. If you wish to expand into their land, you must take it by force or demand it from them

+Military: Warrior

>>23439

You begin working on fish net traps but you accidentally set a proto type on fire before testing it

While expanding one of your men falls into the river and drowns. -1 pop

You find that the mountain has a large amount of copper and iron.

Vulcanus will allow you to climb his mountain if you build an opal statue in his likeness

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2621bc No.23473

>>23442

You raid the nation. You take the people and food back to your nation. They have no tech and no buildings. +10 food. +10 sacrifices

You invent bows. +Tech/Magic: Bows

You can't eat the meat but you can drink the blood.

on of your people vibrates so violently that they explode. -1 pop

>>23444

While smelting, a molten bubble bursts killing the man tending to the smelter. The metal goes cold and solidifies before it is used

You gain more fish. +1 food

You begin developing pyromancy using elemental magic as a basis. 1/2

You begin working on boats so that you can begin to move to other islands

>>23447

You discover obsidion

You attach 2 more prongs to the spears to create tridents. +Tech/Magic: Stone Tridents

You discover weaving. +Tech/Magic: Weaving

You begin researching hydromancy. 1/5

You begin researching geomancy. 1/5

>>23453

Copper tools 1/2

Giant Rat Domestication 2/3

You begin creating armor 1/2

You begin studying the magic of Alchemy 1/5

You hear high pitched squeeking coming in from the dark of night

>>23458

You create some fragile weapons and armor from your Shards

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2621bc No.23474

>>23460

The current ruler has been injured while training. Actions will have to be made to sustain her health or she will die

You create farms. +1 food every harvest action. +Building: Farm

>>23461

You develop brick baking. Tech/Magic: Bricks

You begin developing Brick Architecture. 1/2

You become master ship builders. +Tech/Magic: Ships

You develop fish net traps. +Tech/Magic: Fish Net Traps

>>23465

You have an official ceremony in which you name the sea to the west "The Sea of Maragu"

You complete wooden Architecture. +Tech/Magic: Wooden Architecture

Alchemy 3/5

>>23468

Nimble finally unlocks the secrets of blood magic. +Tech/Magic: Blood Magic

Nimble's blood is mixed with the blood of a willing participant. He writhes in pain before becoming a Varire. +Military: Vampire

Your people invent drums by stretching skin over wood. +Tech/Magic: Drums

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2621bc No.23475

Dice rollRolled 19, 19, 15, 9, 3 = 65 (5d20)

>>23471

Nation Name: At'Solar

Nation Colour: Yellow

Race: High Elf

Starting Location: Northern part of the Eastern Island

Fluff: Lead by their shaman. Believe that they were born from the sun.

Food: 11

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Light magic, Fire, Stone Spears

Bonuses: [Baked Fae] +1 on magic related rolls

Disadvantages: [Sun Born] The sun must be in the correct position to increase population. +1 pop every second turn instead of every turn

1. Finish up earth magic. 2/3 +1

2. Continue researching wood architecture 1/2

3. Research farming.

4. Continue researching Organic magic 2/5+1

5. Explore the lands for anything of use.

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2621bc No.23476

Dice rollRolled 19, 15, 18, 4, 7 = 63 (5d20)

>>23471

Nation Name: Troium

Nation Colour: Grey

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location: East side of the western island, above the forest

Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples.

Food: 20

Pop: 20 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Agriculture

Bonuses: (can be gained by adding to your fluff)

1-2 Expand the borders

3. Research stone architecture

4. Research mining

5. Research stone shields

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2621bc No.23478

File: 1455639633064.png (8.9 KB,190x152,5:4,black_pikmin_ani_map_by_gh….png)

Dice rollRolled 41, 42, 79, 90, 70 = 322 (5d100)

————-

Nation Name: The Minimin

————-

Nation Colour: Black

Race: Minmin

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 13

Pop: 11 [+2/turn]

Resources: Stone/Wood/Gold

Military:

Buildings:

+Farm [+1 food/harvest]

+Temp Huts

Tech/Magic:

+Stone Tools

+Farming

+Bows

————-

Bonuses:

————-

+Photosynthesis: Automatically gain +1 food every third turn

+[Kamasutra: +2 pop every turn instead of +1

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions [Harvest, Military Units, Tactics:Assault, Architecture]

——–

1. Another harvest starts. [Food]

2/3. A massive draft of Minmin starts. [Military units]

4. The Minmin are working on assault tactics. [Tactics: Assault]

5. The Minmin continue architecture. [Architecture 1/2]

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2621bc No.23479

Dice rollRolled 2, 15, 3, 19, 1 = 40 (5d20)

>>23478

Woops, d20s..d20s…

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2621bc No.23480

File: 1455643282061.jpg (40.81 KB,395x679,395:679,81Knj5WLn5L._UY679_.jpg)

Dice rollRolled 17, 8, 4, 11, 8 = 48 (5d20)

Nation Name: Gnomean empire

Nation Colour: Sweden White

Race: Garden gnome.

Starting Location:North of Eastern continent

Fluff: Born with full length white beards and pointy red hats(sometimes blue hats)They fuck like crazy- rabbits call them sluts- and have 0 self esteem they will do more or less whatever you ask(use as cannonballs, gnomeleynt green, foot stools, measuring sticks)- their diety, Gnome Chomsky, has given them two directives: be fruitful and multiply and be in service to the nations however possible.

Food: 12

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Agriculture, Diplomacy tactics

Bonus: [Like Slutty Rabbits] You gain 3 pop per turn instead of 1

Disadvantage: [Servitude] You cannot be hostile to another nation without them first being hostile to you

1: We shall use what we now gnome and build some farms

2:gather more food in the mean time

3-4:research more diplomacy! so we can make gnome mean yes!

5:send scouts to the surrounding gnome man's land to see what's what

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2621bc No.23481

File: 1455644231660-0.jpg (432.73 KB,636x950,318:475,drow_Lunglandia_magic.jpg)

File: 1455644232113-1.jpg (99.65 KB,385x599,385:599,el_Darn.jpg)

Dice rollRolled 11, 2, 5, 13, 6 = 37 (5d20)

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 17

Pop: 14

Military: [2 Raptor Riders] [Ship]

Buildings: [Improved Huts]

Tech/Magic: Stone Tools, Wooden Architecture, Toxicology, Ships, Tree Farming, Raptor Riding, Raptor Domestication

Bonuses:

[Venom] All of your people have venomous claws

Disadvantages:

Cannot Harm Scoprions

1. Calm down our people about the iron–have them take heart in our newfound Venom, and know no fear!.

2. Send the Raptor Riders and some strong fellows out to gather this strange red material, Iron, after we've calmed them down.

3+4. Glorious Vanu has blessed us with this gift! Appoint a High Priestess to study the Shadows, His Twin Domain alongside Poison. [Research: Theology/Shadow Magic]

5. Expand along the coast to our East, utilizing our newfound naval capabilities.

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2621bc No.23482

File: 1455645242070.gif (3.72 KB,253x200,253:200,B-32fig.gif)

Dice rollRolled 15, 13, 3, 10, 18 = 59 (5d20)

>>23471

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Resources:

[Wood] (Enough for building purposes)

>Tech/Magic:

[Stone Tools];[Agriculture];[Wooden Architecture];[Advanced Wooden Architecture];[Stone Architecture]; [Ultra-Advanced Stone Architecture];[The Wheel];[Alphabet];[Mining]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

>Actions

1.) Loading. (Advanced Agriculture 2/3)

2.) Comparing [Advanced Wooden Architecture] to [Ultra-Advanced Stone Architecture]; is has been determined that pursuing INORGANIC:STONE as our primary building material for future structures shall be most beneficial due to the natural abundance of stone in this area as well as ease of work in comparison to ORGANIC:WOOD. Action: collect stone. (Build a permenant quarry using [Mining], [Stone Tools], and [The Wheel]!)

3.) Aloting secondary action cycle towards further development of BUILDING:QUARY_LVL_1. (Build a permenant quarry using [Mining], [Stone Tools], and [The Wheel]!)

4.) Resuming research on [Writing], now that the properties of INORGANIC:STONE are better recalled. (Research Writing)

5.) New discovery: [Mining] - The extraction of valuable minerals or other geological materials from the earth from an orebody, lode, vein, seam, reef or placer deposits which forms the mineralized package of economic interest to the miner. Status; servicable, yet calculations seem to show the current form used is inefficient. Rectify this. (Researching Advanced Mining)

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2621bc No.23483

Dice rollRolled 5, 1, 11, 9, 5 = 31 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools; Wooden Spears; Stone Spears; Wooden Architecture; Advanced Woodland Magic

Bonus: [Damn Dirty Humans] +3 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1., 2. Dēgoigs werēkibuks (Continue to expand through the forest)

3., 4. Sekwū weripekoks ū dorūī wēkid ēsidorūie agibukw (Use Magic to shape the trees into a village)+[ Advanced Woodland Magic][Wooden Architecture]

5. Sekwū dēwuā dēgoīd belig weriprekoks(Learn more powerful Woodland Magic)

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2621bc No.23484

Dice rollRolled 43, 56, 92, 84, 55 = 330 (5d100)

>>23282

Nation Name: Ster Tribe

Nation Colour: Hot Pink

Race: Molque's- A strange humanoid race from underground, adapted to live above, they are renowned for their general beauty, form, insane dexterity and ghostly pale skin. However, their most stark feature's hide behind their lucious black hair: They entirely lack ears, and have small, fang filled mouths like leaches. Their eyes, or rather, eye, is amazingly detailed, and able to take in thousands of subtle movements at once. In this way, they have formed the ability to communicate entirely through sign-language and writing. Their one, huge, all encompassing eye usually takes up most of their face, and hides behind their black manes, a feature they place immense pride in. Child wise, they produce much like humans do, but are considered superior lovers in many regards.

Starting Location:

Fluff: The Ster tribe is the first of the Molque's the venture to the surface in search of food, safety, and most of all, a new home. They are the most daring of the groups, and considered the wisest and most courageous of all the Molque tribes. They are currently led by a council of three, one elected by the men, one elected by the women, and one elected by both.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [The Sound Of Silence] +2 on rolls that require sneakiness

Disadvantages: [Battle To The Deaf] Your people cannot hear noise

1&2&3&4&5) You know what? This place sucks. The Elders we're right, lets head back under ground. Lets start by digging back underground.

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2621bc No.23486

Dice rollRolled 3, 13, 12, 8, 10 = 46 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Resources: Wood, Opals

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes, Mining, Agriculture, Wooden Architecture, Fire

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1. Build farms.

2. Just … expand carefully. Sail a canoe up the river and start spreading out along the banks, where farmland is best.

3-4. Make a statue of Magnus Vulcanus with opals using Stone Tools. Really catch his good side.

5. Research [Smelting]. The metals call to us. They want to be shaped. Or maybe that’s the ocean, urging us to explore? If only we had a shaman to explain our somewhat confusing religion.

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2621bc No.23487

Dice rollRolled 8, 3, 14, 6, 17 = 48 (5d20)

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 20

>Pop: 15 (+2/turn, capped at food)

>Military: Warrior

>Buildings:

Mushroom Chamber, Egg Chamber, Stone mines

>Tech/Magic: Stone Tools, agriculture, Mining

>Bonuses:

[Can You Dig It?] +2 to digging

[Kamasutra] +2 pop every turn instead of +1

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1.2.3.4. Send the warrior to conquer the plants and if our last pop up gave us new warriors send them as well

5. Research warrior tactics

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2621bc No.23488

Dice rollRolled 19, 14, 11, 14, 13, 1, 18, 18, 1, 7, 5, 15, 5, 14, 2, 16, 18, 1, 2, 12, 19, 12, 12, 16, 4 = 269 (25d20)

>>23484

Actually rolling the right 25d20's.

1-25) Well, this whole above ground thing is rather lame. Lets bail back underground.

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2621bc No.23489

Dice rollRolled 15, 2, 11, 10, 4 = 42 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 10

Military:

Buildings: Tree Farm;

Tech/Magic: Stone Tools; Alphabet; Arboriculture; Woodworking; Writing; Gardens, Parks; Wooden Architecture;

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

in progress: alchemy 3/5

1. Research alchemy.

2. More alchemy!

3. Research advanced wooden architecture. Sure we know how to make buildings out of wood, but wouldn’t it be better if we could make nice looking buildings?

4. It took a while to get noral wooden architecture down, so i imagine this advanced stuff will take forever. work more on Advanced wooden architecture.

5. We Found a large deposit of electrum, and might i say those are some very shiny rocks. but before we tear up the countryside to extract them it would be nice to have a way to use them. maybe we could coat other things in it to make them nice and shiny as well? (research Gilding)

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2621bc No.23495

Dice rollRolled 7, 12, 18, 10, 4 = 51 (5d20)

>>23473

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 12

Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)

Military: Rabbit Rider

Buildings: Farms (+1 food every harvest)

Tech/Magic:

Stone Tools

Agriculture

Fire

Rabbit Domestication

Giant Rabbits

Divine Magic

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1. Harvest!

2. Expand!

3. With their newfound powers the Sundered begin to specialize their spark. Some focus on Spark Tools, axes, pickaxes, hoes, cutlery.

4. Others focus on weapons and armor. Shields, swords, spears, halberds. Images pop into their minds and they try to make them real.

5. Still, others try to produce amazing affects. Such as causing crops to grow in a day, the weather to change, stone to move. Some of the sundered dream of events like these and work to make them a reality with their sparks.

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2621bc No.23496

Dice rollRolled 10, 2, 9, 8, 14 = 43 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 8 (Increases by 1 every turn, can't be greater than the amount of food)

Military: 2 Spearman

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools Stone Spears Bows

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

1. Sacrifice 10 captured to the Blood Tree. New leaves will fall and new life will be born to KILL AFRESH

2. Construct areas where warriors may more easily be trained

3-4. TRAIN ARCHERS

5. Begin to tinker with Dark Magic to make the capture of sacrifices easier and to crush our enemies

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2621bc No.23499

Dice rollRolled 6, 17, 3, 5, 5 = 36 (5d20)

>>23474

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 11

>Pop: 11 (+1 per turn)

>Military:

[Queen Skartooth] (Armed w/ Stone Spear)

[Unarmed Bonlir Militia]

[Speargoblin?]

>Buildings:

[Quarry (Sandstone)]

[Farm] (+1 Food per harvest rolls)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools] [Agriculture] [Advanced Stone Architecture]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1-2: Oh fuck oh fuck oh fuck oh fuck… The Queen shall not die, not by the watch of the Bonlir Goblins!

3: What about her palace? Did it have a accident? Just get back to work on it, so that the Queen has a place to stay. +[Raised from the Sands]

4: In addition, form a group that will make our territorial expansions easier.

5: And, you know, expand our territory as usual, somewhat northwards.

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2621bc No.23502

Dice rollRolled 16, 10, 7, 3, 9 = 45 (5d20)

>>23473

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches, Shields, Smelting, Mining

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 )Copper tools 1/2

2 )Continue our work with the Giant Rat Domestication, select them for size and fur thickness 2/3

3 )Continue working on armor 1/2

4 ) Continue our work with Alchemy 1/5

5 ) Make weaponry from the copper

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2621bc No.23503

Dice rollRolled 3, 11, 5, 4, 4 = 27 (5d20)

>>23471

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 14

Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: 2 farms(+2 food from harvest actions)Academt 2/3; Barracks 1/3

Tech/Magic: Stone Tools,Stone Architecture, ; Ambush Tactics; Swords;

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1 Finish the academy

2-3 work on the barracks

4-5 hydromancy research!

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2621bc No.23508

Dice rollRolled 9, 11, 20, 12, 1 = 53 (5d20)

Nation Name: Nadicya Priya / "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Sayings: "Salt may sting, but shellfish are tasty."

Food: 15

Pop: 14 (+1/turn, capped at food)

Military: 1 Spearmen

Buildings: None!

Technology: Stone Tools, Obsidian Tools, Stone Spears, Fire, Weaving, Pottery, Cooking, Bricks, Ships, Fish Net traps

Magic: [Elemental Shamanism: Requests and Favors, Cousins]

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

In Progress:

-Brick Architechture 1/2

Things progress and things change. Perhaps we can learn how to live in a single spot after all? We've wandered for a long time, and it has only been since we've come here that we've begun to learn and grow.

1: Begin setting up [Fish Net Traps] along the river and the shore, so we can regularly get fish. [+1 Water]

2: Continue researching how to build with [Bricks].

3. Let's build a boat, so we can cross the river without getting our goods wet, or fish out in the deeper bay [+1 Water]

4: The [Obsidian] is sharp, but brittle. Let us ask a Cousin of Earth if he knows of any better materials than stone or obsidian.

5: Continue trying to work out how to make [Pacts] with Cousins.

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2621bc No.23560

Dice rollRolled 8, 19, 11, 10, 18 = 66 (5d20)

>>23474

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

+ Shadowrise [Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Animal Husbandry, Alphabet, Blood Magic, Drums

+ Stone Architect 1/2

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Finish Stone Architect 1/2

2. And Nimble felt the terrible power that he had been blessed with as he stared upon the blood red moon and he knew that the future was his. And he bowed down to the Moon Mother and power pulsated through his veins. His muscles tightened and all things living heeded to his command.

+ Advance Blood Magic

3. Tossing bits of rock into the fire along with sticks and dried out grass to make it burn has seen revealed curious results. Some rocks felt odd and once put into the fire they would melt like ice, taking new shapes like hard water. An odd developement certainly and one that sparked the interest of several tribals who proceeded to toss more rocks into the fire.

+ Research Smelting

4. The holy mountain that peaked the skies held many secrets, Shadowrise would take a small delegation of hunters and investigate further as Nimble continued to tread the path of the moon mother. Certainly the journey would be treacherous and many dangerous animals could threaten the undertaking, but the secondborn Varire was determined to make his mark upon the still young world, to find glory in the secrets of the mountain.

5. Some were already dedicated to finding out how to use rocks in order to raise constructions, however to actually construct things rocks would be required. The Nachtfang tribe had already spread to the holy mountain and they would harvest it for its stone to carve their own homes and testaments to the moon mother from it.

+ Construct Quarry

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